From 92ed8676406adec14dbb1452b4d3e6a812c9796e Mon Sep 17 00:00:00 2001 From: terencehill Date: Thu, 18 Apr 2024 15:43:34 +0200 Subject: [PATCH] Fix FL_WEAPON flag overlapping FL_JUMPRELEASED. This unintentional change was introduced in aae27b54 --- qcsrc/common/constants.qh | 40 +++++++++++++++++++-------------------- 1 file changed, 20 insertions(+), 20 deletions(-) diff --git a/qcsrc/common/constants.qh b/qcsrc/common/constants.qh index e3be1e1d0..708f4c845 100644 --- a/qcsrc/common/constants.qh +++ b/qcsrc/common/constants.qh @@ -65,27 +65,27 @@ const int GTV_CUSTOM = 2; // Custom entry // generic entity flags // engine flags can't be redefined as they are used by the engine (unfortunately), they are listed here for posterity #ifdef CSQC -const int FL_FLY = 1; /* BIT(0) */ -const int FL_SWIM = 2; /* BIT(1) */ -const int FL_CLIENT = 8; /* BIT(2) */ // set for all client edicts -const int FL_INWATER = 16; /* BIT(3) */ // for enter / leave water splash -const int FL_MONSTER = 32; /* BIT(4) */ -const int FL_GODMODE = 64; /* BIT(5) */ // player cheat -const int FL_NOTARGET = 128; /* BIT(6) */ // player cheat -const int FL_ITEM = 256; /* BIT(7) */ // extra wide size for bonus items IF sv_legacy_bbox_expand is 1 -const int FL_ONGROUND = 512; /* BIT(8) */ // standing on something -const int FL_PARTIALGROUND = 1024; /* BIT(9) */ // not all corners are valid -const int FL_WATERJUMP = 2048; /* BIT(10) */ // player jumping out of water -const int FL_JUMPRELEASED = 4096; /* BIT(11) */ // for jump debouncing +const int FL_FLY = 1; /* BIT(0) */ +const int FL_SWIM = 2; /* BIT(1) */ +const int FL_CLIENT = 8; /* BIT(3) */ // set for all client edicts +const int FL_INWATER = 16; /* BIT(4) */ // for enter / leave water splash +const int FL_MONSTER = 32; /* BIT(5) */ +const int FL_GODMODE = 64; /* BIT(6) */ // player cheat +const int FL_NOTARGET = 128; /* BIT(7) */ // player cheat +const int FL_ITEM = 256; /* BIT(8) */ // extra wide size for bonus items IF sv_legacy_bbox_expand is 1 +const int FL_ONGROUND = 512; /* BIT(9) */ // standing on something +const int FL_PARTIALGROUND = 1024; /* BIT(10) */ // not all corners are valid +const int FL_WATERJUMP = 2048; /* BIT(11) */ // player jumping out of water +const int FL_JUMPRELEASED = 4096; /* BIT(12) */ // for jump debouncing #endif -const int FL_WEAPON = BIT(12); -const int FL_POWERUP = BIT(13); -const int FL_PROJECTILE = BIT(14); -const int FL_TOSSED = BIT(15); -const int FL_SPAWNING = BIT(16); -const int FL_PICKUPITEMS = BIT(17); -const int FL_DUCKED = BIT(18); -const int FL_ONSLICK = BIT(19); +const int FL_WEAPON = BIT(13); +const int FL_POWERUP = BIT(14); +const int FL_PROJECTILE = BIT(15); +const int FL_TOSSED = BIT(16); +const int FL_SPAWNING = BIT(17); +const int FL_PICKUPITEMS = BIT(18); +const int FL_DUCKED = BIT(19); +const int FL_ONSLICK = BIT(20); // initialization stages const int INITPRIO_FIRST = 0; -- 2.39.2